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Jump Freighter Invention Decryptor Statistics

As my hulking Charon docked in a quiet Amarr outpost, I started to organize the incoming shipment of minerals, PVP goods, and invention items.

I was getting ready to start the invention jobs for two more Anshar BPCs, but then I realized I had forgot something.

Damn, I forgot to buy the decryptors.

The use of decryptors on invention jobs for large-ticket items such as Jump Freighters, Marauders, and Black Ops is almost mandatory if you want to have high profit margins.

I’ve found that using Collision Measurements is the best type for Jump Freighter invention. Here is the breakdown on how the use of decryptors affects the end profitability of building a Jump Freighter with 4-4-4 skills.

Over the course of the past few months, I’ve built up a small collection of Anshar -1/-1 BPCs for a rainy day. Owning the BPO for the Obelisk, the Capital part components for the freighter, and the Advanced Capital Construction Component Blueprints greatly improves the final profit.

If you want to know more detailed information on the build process, read the Building a Jump Freighter post.

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Carrier Runs 1-4

The Carrier building venture has turned out to be quite profitable for the first run of 1x each of the racial Carriers.

Purchases

Material Purchases 4,300,785,192.70
Manufacturing Costs 948,074.70

Sales

1,500,000,000.00 Archon
1,500,000,000.00 Thanatos
1,350,000,000.00 Chimera
1,250,000,000.00 Nidhoggur
Totals 5,600,000,000.00

Profit +1,298,266,732.6

Runs 5-8 are currently being built.

Parts for runs 9-12 are nearly ready.

I’m going to have to get another set of racial Carrier BPOs to help feed production lines as we are currently idle while we wait for the Carrier BPOs to come out of manufacturing.


The Mittani Grew the Eve Community

I leave for a week on vacation and the bloggers have a meltdown? Take a deep breath, relax, and let it all happen.

This post is a direct response to Rixx Javix’s post The Mittani Killed the Eve Community on Eveoganda.

In the last two years the number of active Eve Blogs has dropped from about 300 to about 100.
Rixx Javix

I would argue that this trimming of the fat is a good thing for the community. Blogs with an unfocused voice, lackluster content, or passion have been reduced. The amount of noise has been reduced and the true pearls of the group have been formed(1).

You go to Jester’s Trek if you need up-to-date commentary on anything happening in the community, The Altruist for PVP and ship analysis, or Ardent Defender for industry and production details — there are many, many more core blogs so don’t feel alarmed if you were left out. These are a sampling of the top tier ones to serve as examples.

The powerhouse blogs are going to remain standing and themittani.com is going to do nothing but grow the power of the community; I said ‘power’ because I expect the blog count to get reduced.

The outlet that themitanni.com has created is a collection of well written stream from various authors. Content creators that lacked an established site can now contribute to a known, powerful brand. Readers can go to one consolidated source in addition to the established blogs.

1. On vacation I visited a pearl farm in Vietnam. The local guide told me it takes 5-6 years to form a viable pearl with a 10% success rate of perfection (nice sphere, unified color). I’ll equate a 10% perfect success rate to the 300 or so blogs that Rixx estimates were out there to what we are now seeing in the community.


Optimal Carrier Blueprint Ratios

Carriers use a lot of Drone bays, especially the mighty Thanatos. This large requirement leads to a bottleneck in production so I wanted to know the optimal number of Drone Bay blueprints needed to remove this problem.

Using a ME2 Thanatos BPO, I found the optimal ratio of blueprints needed to complete the construction of Capital parts needed for one carrier in around 5.9 days.

Having 6 Carrier Drone blueprints removes the Drone Bay bottleneck and pushes that problem onto 3 other components. I started to adjust the other components to shift the bottleneck around, but it just seems to increase the same radio of problematic blueprints. From my work it seems that the 1:6 Drone ratio is the simplest ratio.


Carrier Production Using Compression

Jump capable ships have a fairly easy production workflow; common minerals are made into capital components that then get combined into the ship hull. There is no invention process, no reliance on moon reactants, or even a multistage reaction process like Tech3 hull/subsystem production.

The con to the production process is that there is a high barrier of entry and a ISK sink into blueprints. I estimate that I moved around 30 B into BPOs and starter minerals to begin producing the 4 racial carriers.

My first stage is to start up Carrier production, which is coming along nicely. Carrier blueprints have been purchased, researched Tech 1 module blueprints that are mineral compression friendly were bought on contracts, a highsec compression office was rented, and a cyno chain to the production system was mapped out.

The second stage of the  plan is to eventually expand into Dreadnought production, which require a few more Capital Component BPOs. Once I start to sell Carrier hulls and Capital modules, I’ll move more ISK into blueprints for these heavy hitters.

The initial purchase was for a researched set (ME 100/PE 20) of every Carrier Capital Component, 4 Racial Carriers, Fighters, and Capital Module BPOs.

Using the magic of mineral compression, I transported 206,500 m3 of modules and produced 1,608,535 m3 of minerals after the refine process. The modules’ volume was only 12.8% of the expanded mineral size.

Here’s a screenshot of my Industry Dashboard that I built in my Wallet Manager program to help keep track of all the different jobs bring run by different characters in various locations.

This pane helps keeps a nice overview of the manufacturing and research process, which I can bring up on a computer, mobile, or even a tablet device.


Fansite Registration

I finally felt that I needed to solidify my claim on the Community Fansite list and join the ranks of other top notch sites. Thank you to all the supporters and people that comment.


High Volume PVP Items

The ability to produce order from chaos gives us direction. There is a lot of data out there for the Eve universe; kill reports, market prices, and player content all contain information that we can use.

In order to give my trading ventures some direction, I produced a report out of the large amount of kill report data that is publicly available.

PVP Goods

After setting up an instance of EDK, I pulled data from various sources including eve-kill.net, TEST, Goon, and AAA killboards. I then ran some filters on the dataset in order to exclude some cases that don’t contribute to my target PVP environment:

  1. Ignored duplicate mails when importing (attempt to sanitize the input).
  2. Ignored ammo as I have found that the ammo trade is very hit-or-miss as far as profits are concerned.
  3. Filtered to only null and lowsec kills.
  4. Removed losses that contained NPCs (lols Ratting Ishtar).

My query produced a list of top ships and modules that turnover. Here is a nice list of 154 items you should be trading based on my filters if you want to stock the war chests of PVP players.

10MN Afterburner II
10MN MicroWarpdrive II
1400mm Gallium Cannon
1400mm Howitzer Artillery II
1400mm Prototype Siege Cannon
150mm Light AutoCannon II
200mm AutoCannon II
220mm Vulcan AutoCannon II
425mm AutoCannon II
425mm Compressed Coil Gun I
425mm Medium Prototype Automatic Cannon
425mm Railgun II
720mm Howitzer Artillery II
720mm Prototype Siege Cannon
800mm Heavy Prototype Repeating Siege Cannon
800mm Repeating Artillery II
Adaptive Invulnerability Field II
Adaptive Nano Plating II
Arazu
'Arbalest' Cruise Launcher I
Armor EM Hardener II
Armor Explosive Hardener II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Ballistic Control System II
Basilisk
Blackbird
Broadsword
BZ-5 Neutralizing Spatial Destabilizer ECM
Cap Recharger II
Capacitor Power Relay II
Compulsive Signal Distortion Amplifier I
Conjunctive Magnetometric ECCM Scanning Array I
Conjunctive Radar ECCM Scanning Array I
Co-Processor II
Covert Ops Cloaking Device II
Curse
Cynosural Field Generator I
Damage Control II
Devoter
Drake
Dual 180mm AutoCannon II
E50 Prototype Energy Vampire
ECM - Ion Field Projector II
ECM - Multispectral Jammer II
ECM - Phase Inverter II
ECM - Spatial Destabilizer II
EM Ward Amplifier II
EM Ward Field II
Energized Adaptive Nano Membrane II
Enfeebling Phase Inversion ECM I
Eris
Experimental 10MN Afterburner I
Experimental 10MN MicroWarpdrive I
Flycatcher
FZ-3a Disruptive Spatial Destabilizer ECM
'Gloom' I White Noise ECM
Guardian
Gyrostabilizer II
Heat Sink II
Heavy Electrochemical Capacitor Booster I
Heavy Electron Blaster II
Heavy Ion Blaster II
Heavy Missile Launcher II
Heavy Pulse Laser II
Heavy Unstable Power Fluctuator I
Heretic
Huginn
Hurricane
'Hypnos' Ion Field ECM I
Improved Cloaking Device II
Interdiction Sphere Launcher I
Kinetic Deflection Field II
Lachesis
Languid Phase Inversion ECM I
Large Anti-EM Screen Reinforcer I
Large 'Arup' Remote Bulwark Reconstruction
Large Core Defense Field Extender I
Large F-S9 Regolith Shield Induction
Large 'Notos' Explosive Charge I
Large 'Regard' Power Projector
Large S95a Partial Shield Transporter
Large Shield Extender II
Large 'Solace' Remote Bulwark Reconstruction
Limited 1MN MicroWarpdrive I
Low Frequency Sensor Suppressor I
Maelstrom
Magnetic Field Stabilizer II
'Malkuth' Heavy Missile Launcher I
Maller
Medium Ancillary Current Router I
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium 'Arup' Remote Bulwark Reconstruction
Medium Azeotropic Ward Salubrity I
Medium Capacitor Booster II
Medium Capacitor Control Circuit I
Medium Core Defense Field Extender I
Medium Energy Discharge Elutriation I
Medium Energy Locus Coordinator I
Medium Energy Neutralizer I
Medium Energy Neutralizer II
Medium Ionic Field Projector I
Medium Particle Dispersion Augmentor I
Medium Particle Dispersion Projector I
Medium S95a Partial Shield Transporter
Medium Shield Extender II
Medium Targeting System Subcontroller I
Medium Trimark Armor Pump I
Medium Unstable Power Fluctuator I
Nanofiber Internal Structure II
Oneiros
Onyx
Oracle
Phased Muon ECCM Caster I
Phobos
Power Diagnostic System II
Prototype 100MN MicroWarpdrive I
Prototype Armor EM Hardener I
Prototype Armor Explosive Hardener I
Prototype Armor Thermic Hardener I
Prototype Cloaking Device I
Reactor Control Unit II
Remote Sensor Dampener II
Rokh
Sabre
Scimitar
Scorpion
Sensor Booster I
Sensor Booster II
Shadow Serpentis Armor EM Hardener
Shadow Serpentis Armor Kinetic Hardener
Signal Distortion Amplifier II
Small Capacitor Booster II
Small Core Defense Field Extender I
Small Diminishing Power System Drain I
Small Nosferatu II
Stabber Fleet Issue
Standard Missile Launcher II
Stasis Webifier II
Tachyon Anode Particle Stream I
Tachyon Beam Laser II
Tempest
Thermic Dissipation Field II
Tornado
Tracking Computer II
Tracking Disruptor II
Tracking Enhancer II
Type-D Attenuation Signal Augmentation
'Umbra' White Noise ECM
Warp Disruption Field Generator I
Warp Disruptor II
Warp Scrambler II
Zealot